cover
Contact Name
Ridwan Sanjaya
Contact Email
ridwan@unika.ac.id
Phone
+62818298462
Journal Mail Official
sisforma@unika.ac.id
Editorial Address
Jl. Pawiyatan Luhur IV/1, Bendan Dhuwur, Semarang
Location
Kota semarang,
Jawa tengah
INDONESIA
Sisforma: Journal of Information Systems
ISSN : 23558253     EISSN : 24427888     DOI : 10.24167
SISFORMA journal published by the Information Systems Studies Program Faculty of Computer Science Soegiapranata Semarang. to accommodate the scientific writings of the ideas or studies related to information systems. Scope journal Sisforma: Topics that will be published in the journal SISFORMA include (but not only in the limit in these topics only): Education and Curriculum, Game Theory and Game Technology, General topic in Information System, E-business, ERP, CMS, Artificial Intelligence and Enterprise System Information, Network and Computer Security, and Information Technology
Articles 6 Documents
Search results for , issue "Vol 7, No 2: November 2020" : 6 Documents clear
Investigate Driving Repurchase Factors in Omnichannel Services Edwin Sanjaya
SISFORMA Vol 7, No 2: November 2020
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (520.493 KB) | DOI: 10.24167/sisforma.v7i2.2688

Abstract

Nowadays, lots of companies compete to win their consumers' hearts so they become loyal to the company. Innovation is always done by companies to provide the best service. The omnichannel concept is one of innovation that suitable for this era. Omnichannel is when company can provide seamless experience for their consumer. But, sometimes the reality is not the same as expected before. Even though companies have implemented these omnichannel systems, sometimes they still fail to engage more customers. Therefore, the purpose of this study was to determining factors that influence repurchase intention so that later it can help researchers and also from the managerial side to using existing factors to manage their strategies. The method used in this study was carried out through three steps, namely planning, action, and reporting. Literature search in this study used Google Scholar as a database. Researcher searched articles using keyword repurchase intention, with condition that the articles are complete. This study received ten articles that were investigated by researchers to obtain several influential factors. The finding of this study is there are eighteen factors influence repurchase intention, but further research needs to be done because of different situations, and conditions can produce different results.
Integration of Iterative Dichotomizer 3 and Boosted Decision Tree to Form Credit Scoring Profile Alditama Agung Prasetyo; Budhi Kristianto
SISFORMA Vol 7, No 2: November 2020
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (412.853 KB) | DOI: 10.24167/sisforma.v7i2.2659

Abstract

Loan is becoming essential need in this modern life. Banks need to keep their NPL ratio low in order to maintain their financial health. One of customer’s screening techniques is credit scoring. Decision tree is a simple method to classify a condition into two different classes using given classifier, and widely used to perform credit scoring in the financial industry. We integrated Iterative Dichotomizer 3 and Boosted Decision Tree methods and used Microsoft Azure Machine Learning tools to perform credit score profiling. This study is cross sectional in time and using 600 instances data of loan submission in Tangerang, Indonesia. The result shows good performance with performance evaluation metric of accuracy, precision, recall, and F1 score are 0.85, 0.885, 0.793 and 0.836 respectively.
Design of Healthy Youth Edition Teens Based Game Enggar Dwi Utami; Hendra Prasetya; Erdhi Widyarto Nugroho
SISFORMA Vol 7, No 2: November 2020
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (477.779 KB) | DOI: 10.24167/sisforma.v7i2.1395

Abstract

In Indonesia, there are many promiscuity cases such as brawl, drug dealers and free sex among students. Therefore, the importance of having the social skills to dare to take a firm stance, to reject the negative offer of the environment needs to be owned by a teenager. In addition to the importance of self-awareness, to keep teenagers in Indonesia is not easy to fall into a healthy association it is also necessary to help socialize and provide education about healthy association for today's teenagers. Through the design of the game Teen Society, adolescents aged 11-24 years provided education about healthy association through mobile games.
Analysis of College Students’ Cybersecurity Awareness In Indonesia Balqis Rofiqoh Chasanah; Candiwan Candiwan
SISFORMA Vol 7, No 2: November 2020
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (521.663 KB) | DOI: 10.24167/sisforma.v7i2.2706

Abstract

Internet-based attacks have become common and are expected to happen continuously with the development of technology. Therefore, cybersecurity emerged as an important concept in everyday life. It is defined as the protection of cyberspace. Cybersecurity Awareness (CSA) exists as a major defense key in protecting users and systems from internet-based attacks. The research presented in this study aims to assess the level of CSA among college students in Indonesia. This study uses the Analytic Hierarchy Process (AHP) method to test students in three dimensions, including attitudes, knowledge, and behavior. To measure this dimension, six focus areas in the topic of cybersecurity were taken and developed from previous studies on the same topic. The six focus areas are password security, cyberbullying, phishing, malware, identity theft, and the last is downloading, sharing and use of pirated content. The results showed that the total level of CSA for college students in Indonesia was in the good criteria. This is indicated by a total percentage of awareness around 80%. Nevertheless there are some focus areas that can be improved to increase the percentage.
Designing Android Based Game to Educate The Central Java Traditional Music Instrument for Children Helarius Panji Aruna; Albertus Dwiyoga Widiantoro; Bernardinus Harnadi
SISFORMA Vol 7, No 2: November 2020
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1138.453 KB) | DOI: 10.24167/sisforma.v7i2.1926

Abstract

This research was held to design create games that can provide children with knowledge of traditional musical instruments in Central Java.The initial design of the game is done by collecting data by interviewing the speakers. The game was created using Construct 2. This game has 5 different gameplay and when completing each stage you will get 3 traditional musical instruments except stage 5. Players can get information about traditional musical instruments and the sounds they produce. The game was tested on 41 respondents and the results of the game had a positive impact on players and provided new knowledge about traditional musical instruments.
Automated Data Integration of Biodiversity with OLAP and OLTP Arie Vatresia; Asahar Johar; Ferzha Putra Utama; Sinta Iryani
SISFORMA Vol 7, No 2: November 2020
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (712.538 KB) | DOI: 10.24167/sisforma.v7i2.2817

Abstract

Biodiversity is one of emerging issue over decades; many have performed research to map and to document the data over the world. This issue is very important due to the event of extinction have been accelerating happening because of human extinction. Bengkulu, as one of the province lied in one of 19 hotspots in the world, Sundanese, has experienced the degradation of flora and fauna over the case of forest degradation and habitat loss. Although many application and software has been developed to solve the case, the existences of data standardization still become an issue over this problem. In this research, study of data integration had been developed to make the process of biodiversity data acquisition can be more effective and efficient. The system proposed the integration based on OLAP and OLTP that will be connected to IUCN, as one of the biggest center for monitoring the loss of biodiversity all around the world. This application had been built with web based using UML design and followed SDLC to provide the best fit of the need. This research had also succeeded to build the automated integration to show the record of dynamic number over biodiversity existences in Bengkulu. The application had been tested using black box and has the perfect performance (100%) over the testing that can help the monitoring process over biodiversity data.

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